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Stage 2: accounts, characters, permadeath, levels and experience
Identity is shaped like Steamworks so swapping to it is one subclass and no
schema change: the client presents an opaque ticket, the server validates it
into a stable 64-bit account id, and nothing downstream sees anything else.
LocalAuthProvider takes any ticket at face value -- insecure on purpose, and
labelled as such everywhere, because the point is the shape rather than the
security. Do not ship it.

Characters persist as JSON keyed by account. Account ids are written as decimal
strings because they are 64-bit and JSON numbers are doubles, which would
silently round them. A corrupt store aborts the server rather than starting
empty: starting empty looks like it worked and then saves over every character
on the first level-up.

Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather
than stored beside it, so a hand-edited save cannot produce a level 12 character
with a level 3's experience. Experience is shared undivided across everyone
alive in the instance -- splitting it would make bringing a friend cost you
progress. A level-up heals by what it added, so gaining one mid-fight is relief
rather than a bar that moved further from full.

Death is permanent and unbinds the character entirely: no "return to the hub as
the character who just died", because the run is over. The record is retired,
never deleted. The five-character cap counts LIVING characters only -- counting
the dead would lock a player out of their own account after five deaths.

Verified by tools/diag_progression.tscn, which drives the real server through
kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test
cannot cover that: bots are poor shots and rarely kill anything. Writing it
caught two real ordering bugs -- the death event was dispatched before the
payload that tells the player they died, and the dead character stayed bound to
the peer.

Also added --account and --store so several clients and test runs can coexist
on one machine. The smoke test now uses a scratch store; without it a rerun
resumed the previous run's characters and "a character was created" quietly
stopped being true.

193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction
all pass.
2026-09-04 00:44:34 +02:00

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# Status and roadmap
**Read this first when picking up work.** It maps every feature in the design
brief to its current state and the files that implement it, so you can find the
relevant code without re-reading the whole project.
Art and audio source packs, and their licence status, are recorded in
[ASSETS.md](ASSETS.md) — the packs themselves are not in git.
Design decisions that are already settled — and the reasoning behind them — live
in [DECISIONS.md](DECISIONS.md). Check there before asking the user something
that may already have an answer.
Legend: **done** · **partial** (works, with a stated gap) · **todo** (not started)
---
## Stage 1 — World and exploration · *done*
| Feature | State | Where |
| --- | --- | --- |
| Tile grid: movement / bullet / sight blocking | done | [src/sim/map_grid.gd](../src/sim/map_grid.gd) |
| Dungeon generation from (seed, depth) | done | [src/sim/map_gen.gd](../src/sim/map_gen.gd) |
| Hand-authored boss arenas and hub | done | [src/content/rooms.gd](../src/content/rooms.gd) |
| Walls, pillars, pits, barricades | done | `MapGrid.Kind` + the three `BLOCKS_*` tables |
| Enemies placed per room at creation | done | `Instance._populate()` |
| Scrolling camera | done | [src/view/game_scene.gd](../src/view/game_scene.gd) |
| Hard fog of war | done | `WorldView._draw_terrain` / `_visible` |
| Per-peer map streaming (anti map-hack) | done | `ServerRuntime._stream_map` |
| Aggro: range **and** line of sight | done | `SimWorld._aggro_target` |
| Cursor-to-world aiming under a scrolling camera | done | `ClientRuntime.screen_to_world` |
| Boss confined to its room | done | `SimWorld._step_boss` clamps to `SimBoss.room`. A no-op while bosses are stationary — established now so Stage 5's movement cannot quietly break it. |
| Actor interest management | done | `NetCodec.encode_snapshot(world, countdown, for_peer)`; per-peer encode in `ServerRuntime`. Bullet spawns filtered separately, see below. |
### The invariants that matter most here
**Maps are streamed per peer, and the generation seed is never sent.** See
[NETCODE.md](NETCODE.md#maps-are-streamed-never-sent). `MAP_STREAM_RADIUS` must
stay wider than `FOG_VIEW_RADIUS`, or the client predicts movement against
terrain it does not have.
**Three radii, deliberately different, and each has a floor it must respect:**
| Radius | Value | Must exceed | Why |
| --- | --- | --- | --- |
| `FOG_VIEW_RADIUS` | 460 | — | What the player can see. |
| `ACTOR_INTEREST_RADIUS` | 800 | fog radius | Enemies beyond it are never sent. Above the fog radius so nothing pops in at the edge of sight. |
| `MAP_STREAM_RADIUS` | 900 | fog radius | Client predicts movement and simulates bullets against terrain it cannot see. |
| `BULLET_INTEREST_RADIUS` | 2200 | longest bullet travel + fog radius | A bullet is announced once at spawn. Withhold one that later flies into view and it becomes invisible damage. `test_interest.gd` computes the floor from real content, so a faster bullet fails a test instead. |
Fog is a *rendering* rule and defends nothing on its own — a modified client
draws whatever it holds. The defence is what the server declines to send.
---
## Art and audio · *first pass done*
Placeholders are gone: terrain, actors and bullets are sprites, and four sounds
play off server events. Enough to prove the pipeline, not a finished look.
| Feature | State | Where |
| --- | --- | --- |
| Atlas/sound table in one place | done | [src/view/art.gd](../src/view/art.gd) |
| Terrain, actors, boss from the 0x72 atlas | done | `WorldView._draw_tile` / `_draw_sprite` |
| Animated bullet sprites, one MultiMesh per kind | done | [src/view/bullet_renderer.gd](../src/view/bullet_renderer.gd) |
| SFX pool driven by server events | done | [src/view/sfx.gd](../src/view/sfx.gd) |
| Rects validated without a display | done | `tests/unit/test_art.gd` |
| Impact/death VFX animation | todo | `Art.IMPACT` is loaded and validated but nothing plays it yet |
| Directional sprites, hit flashes, screen shake | todo | |
| Audio buses and a volume setting | todo | Everything plays on Master at hardcoded dB |
| **In-game credits screen** | **todo** | Not cosmetic: the SFX are CC BY 4.0 and attribution is a licence *requirement*. [CREDITS.md](../CREDITS.md) is not reachable by a player. |
| Replace the two non-redistributable packs | todo | Bullet and FX art is local-only and non-commercial. CC0 replacements would let them into the repo and unblock a commercial release. See [ASSETS.md](ASSETS.md). |
## Stage 2 — Characters, persistence, levels · *done*
| Feature | State | Where |
| --- | --- | --- |
| Steam-shaped identity abstraction | done | [src/meta/auth_provider.gd](../src/meta/auth_provider.gd), [local_auth_provider.gd](../src/meta/local_auth_provider.gd) |
| Character store, JSON, survives restart | done | [src/meta/character_store.gd](../src/meta/character_store.gd) |
| Up to 5 living characters, random colour | done | `CharacterStore.MAX_ACTIVE`, `Character.create` |
| Last-played auto-selected on login | done | `CharacterStore.last_played` |
| Permadeath → retired, never deleted | done | `ServerRuntime._on_player_died` |
| Roster screen: pick or create | done | [src/ui/character_select.gd](../src/ui/character_select.gd) |
| Levels 115, +10 max HP each | done | [src/meta/progression.gd](../src/meta/progression.gd) |
| XP from kills, bosses worth far more | done | `ServerRuntime._award_kill` |
| Colour visible in world and on the HUD | done | snapshot carries it; `WorldView._draw_ship` tints |
Verified end to end by `tools/diag_progression.tscn`, which drives the real
server through kill → xp → level → health and death → retire → roster. That
path cannot be covered by the bot smoke test, because bots are poor shots.
### Still open in this area
- **The local identity provider is insecure by design.** Any client can claim
any account id. Fine for a LAN; must be replaced before the game is reachable
from the internet. Swapping in Steam is one `AuthProvider` subclass and no
schema change.
- `--account` and `--store` exist so several clients and test runs can coexist
on one machine. A real provider makes `--account` unnecessary.
## Stage 3 — Inventory and loot · *todo, next*
Depends on nothing in Stage 1 except a place to stand. Blocked only on the
identity layer, which is decided but unbuilt.
| Feature | Notes |
| --- | --- |
| Identity abstraction | Shaped like Steamworks so it swaps out cleanly: opaque ticket from client → server validates → stable 64-bit account id (a SteamID64 stand-in). Local dev provider persists a generated id in `user://`. See [DECISIONS.md](DECISIONS.md#identity). |
| Character store | Server-side, keyed by account id. Needs a schema and a file format; nothing persistent exists in the project today. |
| Up to 5 characters, random colour each | Colour is a placeholder for a later cosmetic system. |
| Last-played character auto-selected on join | |
| Permadeath → mark inactive, never delete | Archival/troubleshooting. Confirm whether the 5-character cap counts only *active* characters. |
| Death flow: pick another character or create one | Replaces today's "return to hub" button, which currently just revives you. |
| Levels 115, +10 max HP per level | Confirm whether level 1 is 100 HP (→ 240 at cap) or 110. |
| XP from kills, bosses worth much more | First full dungeon should give slightly more than one level. |
Current behaviour to replace: `SimPlayer` has no identity beyond a peer id;
`ServerRuntime.peer_names` is client-supplied and trusted for display only.
---
## Stage 4 — Upgrades · *todo*
| Feature | Notes |
| --- | --- |
| Lobby NPC, 3 random choices per level gained | Confirm whether unclaimed level-ups queue. |
| Every upgrade also grants +5% damage, additive | Displayed on the choice alongside its specific effects. |
| Upgrade list | split shot, glass cannon, spread, sniper, doubleshot (rarer), poison (rare), eraser (legendary) |
| Rarity weights | **Unspecified.** Needs numbers. |
| Damage stacking formula | **Unspecified.** Sniper is explicitly multiplicative; the rest read as additive. Order needs pinning down before any of it is built. |
| "Chosen upgrades" screen | |
Damage is currently the constant `SimConfig.PLAYER_BULLET_DAMAGE`; upgrades turn
it into a per-player computed stat, so `SimWorld._fire_player_shot` grows a
stats block. Several upgrades (split, spread, doubleshot) change how many
bullets spawn per shot, so they belong in the same place.
---
| Feature | Notes |
| --- | --- |
| Small always-on-screen inventory | Slot count unspecified. |
| Health potions: rare from trash, guaranteed from bosses | |
| World-shared loot | Player-instanced loot planned later. |
| A unique, useless food item from bosses | Exists specifically to test player-instanced loot. Confirm whether it should be instanced *now* or just marked for it. |
| Dropping items so others can pick them up | |
---
## Stage 5 — Boss features and new bosses · *todo*
| Feature | State |
| --- | --- |
| Stationary phases | done — every current phase |
| Roaming / chasing within the boss room | todo; needs `SimBoss.room` clamping (see Stage 1 partial) |
| Phases that move to preset locations | todo |
| Attacks spawned at a distance with a telegraph indicator | todo — new event type plus a renderer, and it must survive fog |
| More bosses | partial — `Rooms.choir_vault()` is authored but has no `BossDef` yet |
The boss format itself is proven: `tests/unit/test_boss.gd` builds a boss from
scratch and asserts the simulation needs no changes to run it. Movement will be
the first thing that format has not covered, so expect `BossPhase` to gain a
movement field rather than `SimWorld` gaining a branch.
---
## Deliberate omissions
Not oversights — each was considered and rejected for now, with the reasoning in
[NETCODE.md](NETCODE.md) or [DECISIONS.md](DECISIONS.md):
- **Lag compensation.** Rewinding to a shooter's view means a player who dodged
still gets hit; wrong trade for this genre.
- **Snapshot delta compression.** Fine at current actor counts.
- **DTLS / encryption.** `ENetMultiplayerPeer` supports it. Required before any
public server, not before then.
- **Pattern-level bullet replication.** A real bandwidth win that couples the
client to emitter behaviour.
- **`MultiplayerSynchronizer` / `MultiplayerSpawner`.** Right tools, wrong shape
for a bullet hell — see [ARCHITECTURE.md](ARCHITECTURE.md).
---
## Open questions for the user
Genuinely unspecified; do not guess at these, they change the design:
1. Damage stacking order — additive pool then multiplicative, or something else?
2. Rarity weights for the four upgrade tiers.
3. Split shot geometry: ±22.5° from the original heading, or 45° to each side?
4. Poison: do applications stack, or refresh a single DoT?
5. Eraser: does it delete *enemy bullets* it passes through?
6. Inventory slot count.
7. Do unclaimed level-ups queue at the NPC?
8. Does the 5-character cap count only active characters?
9. Glass cannon's 50% health: of base HP, or of levelled max HP?
10. What advances dungeon depth? `--depth` is a dev flag; nothing raises it in play.